[英]Physics Bodies not responding to bitmask settings
我在物理主體上設置碰撞位掩碼,這樣它就不會發生碰撞,但仍然會發生碰撞。
-(void) createPlayer{
player = [SKSpriteNode spriteNodeWithImageNamed:@"GonGonRed"];
player.position = CGPointMake(40, 100);
player.size = CGSizeMake(35*self.frame.size.height/320, 35*self.frame.size.height/320);
player.zPosition = 7;
player.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:player.size.width/2-1];
player.physicsBody.dynamic = NO;
player.physicsBody.allowsRotation = NO;
player.physicsBody.usesPreciseCollisionDetection = YES;
player.physicsBody.categoryBitMask = 1;
player.physicsBody.contactTestBitMask = 4;
player.physicsBody.collisionBitMask = 2;
player.physicsBody.mass = 0.013963;
[self addChild:player];
}
SKSpriteNode *wheel = [SKSpriteNode spriteNodeWithImageNamed:@"wheel"];
wheel.size = CGSizeMake(newwidth, newheight);
wheel.position = CGPointMake(px, py);
wheel.name = @"wheel";
wheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:newwidth/2];
wheel.physicsBody.dynamic = NO;
wheel.physicsBody.restitution = obstacleRestitution;
wheel.physicsBody.usesPreciseCollisionDetection = YES;
wheel.physicsBody.categoryBitMask = 3;
wheel.physicsBody.collisionBitMask = 0;
wheel.physicsBody.contactTestBitMask = 0;
wheel.zPosition = 5;
輪子和球員不應該碰撞,但他們是。 一世
這是由以下行引起的。
wheel.physicsBody.categoryBitMask = 3;
SpriteKit通過執行邏輯AND操作將正文的categoryBitMask與其他正文的collisionBitMask進行比較。 當結果為非零值時,將觸發碰撞。
在這種情況下,SpriteKit將wheel的categoryBitMask與玩家的collisionBitMask進行比較,如下所示。
wheel的categoryBitMask是0x011(= 3)
玩家的collisionBitMask是0x010(= 2)
AND運算結果為0x010。 這是非零,因此發生了碰撞。
因此,您應該更改wheel的categoryBitMask值,以避免邏輯AND操作的結果變為非零,如下所示。
wheel.physicsBody.categoryBitMask = 8;
此外,動態屬性必須設置為YES。
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